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// Adapted from the Unity Test Tools project (MIT license)
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// https://bitbucket.org/Unity-Technologies/unitytesttools/src/a30d562427e9/Assets/UnityTestTools/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using UnityEngine;
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using MoonSharp.Interpreter;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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namespace Fungus
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{
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[Serializable]
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public class ExecuteHandler : MonoBehaviour, IExecuteHandlerConfigurator
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{
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[Flags]
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public enum ExecuteMethod
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{
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AfterPeriodOfTime = 1 << 0,
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Start = 1 << 1,
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Update = 1 << 2,
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FixedUpdate = 1 << 3,
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LateUpdate = 1 << 4,
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OnDestroy = 1 << 5,
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OnEnable = 1 << 6,
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OnDisable = 1 << 7,
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OnControllerColliderHit = 1 << 8,
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OnParticleCollision = 1 << 9,
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OnJointBreak = 1 << 10,
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OnBecameInvisible = 1 << 11,
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OnBecameVisible = 1 << 12,
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OnTriggerEnter = 1 << 13,
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OnTriggerExit = 1 << 14,
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OnTriggerStay = 1 << 15,
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OnCollisionEnter = 1 << 16,
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OnCollisionExit = 1 << 17,
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OnCollisionStay = 1 << 18,
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OnTriggerEnter2D = 1 << 19,
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OnTriggerExit2D = 1 << 20,
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OnTriggerStay2D = 1 << 21,
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OnCollisionEnter2D = 1 << 22,
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OnCollisionExit2D = 1 << 23,
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OnCollisionStay2D = 1 << 24,
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}
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[SerializeField] public float executeAfterTime = 1f;
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[SerializeField] public bool repeatExecuteTime = true;
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[SerializeField] public float repeatEveryTime = 1f;
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[SerializeField] public int executeAfterFrames = 1;
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[SerializeField] public bool repeatExecuteFrame = true;
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[SerializeField] public int repeatEveryFrame = 1;
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[SerializeField] public bool hasFailed;
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[SerializeField] public ExecuteMethod executeMethods = ExecuteMethod.Start;
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[Tooltip("Name of the method on a component in this gameobject to call when executing.")]
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public string executeMethodName = "OnExecute";
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private int m_ExecuteOnFrame;
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// Recursively build the full hierarchy path to this game object
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private static string GetPath(Transform current)
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{
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if (current.parent == null)
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{
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return current.name;
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}
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return GetPath(current.parent) + "." + current.name;
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}
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public void Start()
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{
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Execute(ExecuteMethod.Start);
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if (IsExecuteMethodSelected(ExecuteMethod.AfterPeriodOfTime))
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{
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StartCoroutine(ExecutePeriodically());
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}
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if (IsExecuteMethodSelected(ExecuteMethod.Update))
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{
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m_ExecuteOnFrame = Time.frameCount + executeAfterFrames;
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}
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}
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public IEnumerator ExecutePeriodically()
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{
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yield return new WaitForSeconds(executeAfterTime);
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Execute(ExecuteMethod.AfterPeriodOfTime);
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while (repeatExecuteTime)
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{
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yield return new WaitForSeconds(repeatEveryTime);
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Execute(ExecuteMethod.AfterPeriodOfTime);
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}
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}
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public bool ShouldExecuteOnFrame()
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{
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if (Time.frameCount > m_ExecuteOnFrame)
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{
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if (repeatExecuteFrame)
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m_ExecuteOnFrame += repeatEveryFrame;
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else
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m_ExecuteOnFrame = Int32.MaxValue;
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return true;
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}
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return false;
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}
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public void OnDisable()
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{
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Execute(ExecuteMethod.OnDisable);
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}
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public void OnEnable()
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{
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Execute(ExecuteMethod.OnEnable);
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}
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public void OnDestroy()
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{
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Execute(ExecuteMethod.OnDestroy);
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}
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public void Update()
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{
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if (IsExecuteMethodSelected(ExecuteMethod.Update) && ShouldExecuteOnFrame())
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{
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Execute(ExecuteMethod.Update);
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}
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}
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public void FixedUpdate()
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{
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Execute(ExecuteMethod.FixedUpdate);
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}
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public void LateUpdate()
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{
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Execute(ExecuteMethod.LateUpdate);
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}
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public void OnControllerColliderHit()
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{
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Execute(ExecuteMethod.OnControllerColliderHit);
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}
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public void OnParticleCollision()
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{
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Execute(ExecuteMethod.OnParticleCollision);
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}
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public void OnJointBreak()
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{
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Execute(ExecuteMethod.OnJointBreak);
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}
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public void OnBecameInvisible()
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{
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Execute(ExecuteMethod.OnBecameInvisible);
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}
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public void OnBecameVisible()
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{
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Execute(ExecuteMethod.OnBecameVisible);
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}
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public void OnTriggerEnter()
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{
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Execute(ExecuteMethod.OnTriggerEnter);
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}
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public void OnTriggerExit()
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{
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Execute(ExecuteMethod.OnTriggerExit);
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}
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public void OnTriggerStay()
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{
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Execute(ExecuteMethod.OnTriggerStay);
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}
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public void OnCollisionEnter()
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{
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Execute(ExecuteMethod.OnCollisionEnter);
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}
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public void OnCollisionExit()
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{
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Execute(ExecuteMethod.OnCollisionExit);
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}
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public void OnCollisionStay()
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{
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Execute(ExecuteMethod.OnCollisionStay);
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}
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public void OnTriggerEnter2D()
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{
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Execute(ExecuteMethod.OnTriggerEnter2D);
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}
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public void OnTriggerExit2D()
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{
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Execute(ExecuteMethod.OnTriggerExit2D);
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}
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public void OnTriggerStay2D()
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{
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Execute(ExecuteMethod.OnTriggerStay2D);
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}
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public void OnCollisionEnter2D()
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{
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Execute(ExecuteMethod.OnCollisionEnter2D);
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}
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public void OnCollisionExit2D()
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{
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Execute(ExecuteMethod.OnCollisionExit2D);
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}
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public void OnCollisionStay2D()
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{
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Execute(ExecuteMethod.OnCollisionStay2D);
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}
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private void Execute(ExecuteMethod executeMethod)
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{
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if (IsExecuteMethodSelected(executeMethod))
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{
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Execute();
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}
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}
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public bool IsExecuteMethodSelected(ExecuteMethod method)
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{
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return method == (executeMethods & method);
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}
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/// <summary>
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/// Execute the Lua script immediately.
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/// This is the function to call if you want to trigger execution from an external script.
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/// </summary>
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public virtual void Execute()
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{
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// Call any OnExecute methods in components on this gameobject
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if (executeMethodName != "")
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{
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SendMessage(executeMethodName, SendMessageOptions.DontRequireReceiver);
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}
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}
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#region AssertionComponentConfigurator
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public int UpdateExecuteStartOnFrame { set { executeAfterFrames = value; } }
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public int UpdateExecuteRepeatFrequency { set { repeatEveryFrame = value; } }
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public bool UpdateExecuteRepeat { set { repeatExecuteFrame = value; } }
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public float TimeExecuteStartAfter { set { executeAfterTime = value; } }
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public float TimeExecuteRepeatFrequency { set { repeatEveryTime = value; } }
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public bool TimeExecuteRepeat { set { repeatExecuteTime = value; } }
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public ExecuteHandler Component { get { return this; } }
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#endregion
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}
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public interface IExecuteHandlerConfigurator
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{
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/// <summary>
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/// If the assertion is evaluated in Update, after how many frame should the evaluation start. Defult is 1 (first frame)
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/// </summary>
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int UpdateExecuteStartOnFrame { set; }
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/// <summary>
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/// If the assertion is evaluated in Update and UpdateExecuteRepeat is true, how many frame should pass between evaluations
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/// </summary>
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int UpdateExecuteRepeatFrequency { set; }
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/// <summary>
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/// If the assertion is evaluated in Update, should the evaluation be repeated after UpdateExecuteRepeatFrequency frames
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/// </summary>
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bool UpdateExecuteRepeat { set; }
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/// <summary>
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/// If the assertion is evaluated after a period of time, after how many seconds the first evaluation should be done
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/// </summary>
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float TimeExecuteStartAfter { set; }
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/// <summary>
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/// If the assertion is evaluated after a period of time and TimeExecuteRepeat is true, after how many seconds should the next evaluation happen
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/// </summary>
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float TimeExecuteRepeatFrequency { set; }
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/// <summary>
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/// If the assertion is evaluated after a period, should the evaluation happen again after TimeExecuteRepeatFrequency seconds
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/// </summary>
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bool TimeExecuteRepeat { set; }
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ExecuteHandler Component { get; }
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}
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}
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